Uploaded March 2019 | Updated September 2026, 2 hours ago
A video in a series, finishing with my next game, Krazy Karts!
This video is from the perspective of an AI Kart and demonstrates the first time I've been able to get AI to complete a lap on a "complex" track - i.e. a track that is not simply "turn left" or "drive straight" as per my other map / video.
The technique I've used so far (very simple, needs a lot of work of course!) is a "feeler" approach. The AI currently extends 3 feelers that "see" what the racecourse looks like in the distance, and decides whether to turn or continue straight, and whether to accelerate or break.
I'm planning on building on this approach by adding more "feelers" and have a relatively complex set of "thoughts" for the AI to decide what actions to take.
To simplify things, I've made a second map that looks exactly as the racecourse but has the general area that the AI should drive in laid out. This just simplifies the calculations but does lead to some driving on the yellow sideroad areas at the moment.
Clearly, the AI needs work as all the other Karts got completely sidetracked! I'll be focusing on fine-tuning the behaviour so they can all complete the race on this map and hopefully on others.
This game uses a simple 2D game engine with pseudo-3d techniques: decidedly retro. I'm using a tweaked version of the one presented by javidx9; watch his brilliant tutorial here: youtu.be/ybLZyY655iY
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
I will release the game on itch and all code on GitHub once I've finalised the game.
A video in a series, finishing with my next game, Krazy Karts!
This video is from the perspective of an AI Kart and demonstrates the first time I've been able to get AI to complete a lap on a "complex" track - i.e. a track that is not simply "turn left" or "drive straight" as per my other map / video.
The technique I've used so far (very simple, needs a lot of work of course!) is a "feeler" approach. The AI currently extends 3 feelers that "see" what the racecourse looks like in the distance, and decides whether to turn or continue straight, and whether to accelerate or break.
I'm planning on building on this approach by adding more "feelers" and have a relatively complex set of "thoughts" for the AI to decide what actions to take.
To simplify things, I've made a second map that looks exactly as the racecourse but has the general area that the AI should drive in laid out. This just simplifies the calculations but does lead to some driving on the yellow sideroad areas at the moment.
Clearly, the AI needs work as all the other Karts got completely sidetracked! I'll be focusing on fine-tuning the behaviour so they can all complete the race on this map and hopefully on others.
This game uses a simple 2D game engine with pseudo-3d techniques: decidedly retro. I'm using a tweaked version of the one presented by javidx9; watch his brilliant tutorial here: youtu.be/ybLZyY655iY
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
I will release the game on itch and all code on GitHub once I've finalised the game.







![Pseudo 3D Graphics Engine! [v2 - Sprite Animation]
This update allows for simple animation of sprites. This is purely a testing environment that Ive set up for a walking animation that can easily be applied to the various in-game characters. As this is my first deep-dive into creating an easy to use animation code base, Im being quite careful in setting it up in such a way that will allow me to easily update in the future.
My approach here has been to create a very simple template 8x8 sprite sheet that would have, on its two dimensions, different walking animations by different points of view. So, we have an 8 frame animation that can be seen from 8 different angles (in front, behind, from the side, and diagonally on).
The arrow on the sprite represents the direction of the sprite that the player would see, given the sprites point of direction relative to the player.
The red boxes that update once every few frames run from 1 to 8, representing the 8 different frames of animation - in this case, the animation would be walking, but Ill look to allow for different types of animation - e.g. fighting.
This seems to be working quite well. In this example, the animation routine and sprite sheet for each character can be uniquely customised - Ive simply set it to be identical in style and timing to make things a bit simpler for now. Has a strange vibe to it!
Hope you enjoy - as always, any comments or questions, please let me know! Pseudo 3D Graphics Engine! [v2 - Sprite Animation]](https://i.ytimg.com/vi/zElCAKdUlOg/mqdefault.jpg)


